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Nocturne has a habit of turning classic [[Action]]s from the [[Base]] set into Night-Duration cards.  {{Card|Village}} becomes {{Card|Ghost Town}}, {{Card|Workshop}} becomes {{Card|Cobbler}}, {{Card|Cellar}} becomes {{Card|Night Watchman}}, {{Card|Moat}} becomes {{Card|Guardian}}, {{Card|Throne Room}} becomes {{Card|Ghost}}, and {{Card|Laboratory}} becomes Den of Sin.  What differentiates these Night-Duration cards from the base Actions enough to justify their inclusion in the expansion?
 
Nocturne has a habit of turning classic [[Action]]s from the [[Base]] set into Night-Duration cards.  {{Card|Village}} becomes {{Card|Ghost Town}}, {{Card|Workshop}} becomes {{Card|Cobbler}}, {{Card|Cellar}} becomes {{Card|Night Watchman}}, {{Card|Moat}} becomes {{Card|Guardian}}, {{Card|Throne Room}} becomes {{Card|Ghost}}, and {{Card|Laboratory}} becomes Den of Sin.  What differentiates these Night-Duration cards from the base Actions enough to justify their inclusion in the expansion?
  
The key is that you are sacrificing power on your current turn to gain a bonus on your next turn.  Excluding interactions with other cards, having Laboratory in your hand of 5 cards will result in a hand of 6 cards.  Meanwhile, having a Den of Sin in your hand leaves you with only 4 other cards to play on your current turn, but gives you 7 cards at the start of your next turn.  This is a continuation of the guiding principle of Action-Duration cards such as {{Card|Tactician}} introduced in [[Seaside]]:  "It is often better to have one great turn and one bad turn instead of two mediocre turns."
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The key is that you are sacrificing power on your current turn in order to gain a bonus on your next turn.  Excluding interactions with other cards, having Laboratory in your hand of 5 cards will result in a hand of 6 cards.  Meanwhile, having a Den of Sin in your hand leaves you with only 4 other cards to play on your current turn, but gives you 7 cards at the start of your next turn.  This is a continuation of the guiding principle of Action-Duration cards such as {{Card|Tactician}} introduced in [[Seaside]]:  "It is often better to have one great turn and one bad turn instead of two mediocre turns."
  
 
The real power of these Night-Duration cards lies in that seemingly innocent text at the bottom of the card.  Most Night-Duration cards are gained to your hand.  That can lead to some interesting shenanigans, especially early in the game.
 
The real power of these Night-Duration cards lies in that seemingly innocent text at the bottom of the card.  Most Night-Duration cards are gained to your hand.  That can lead to some interesting shenanigans, especially early in the game.

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